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Tuesday
Jul202010

IBUKI - INTRO - SUPER STREET FIGHTER 4

 NORMAL MOVES | SPECIAL MOVES | COMBOS | MATCH UPS 

CHARACTER STATS & INFO
TYPE RUSHDOWN, MIX-UP & 50/50, HEAVY COMBOS
STRENGTHS Incredible rushdown mix-up game, numerous combos, can stun the opponent quickly.
WEAKNESSES Very low stamina and high learning curve.
STAMINA 900 - WELL BELOW AVERAGE
STUN 950 - BELOW AVERAGE
CROSS UP  JUMPING MEDIUM KICK, JUMPING LIGHT KICK
ANTI-AIR BACK + MEDIUM PUNCH, KAZEGIRI
ARMOR BREAK NECKBREAKER
GOOD MATCH UP N/A
BAD MATCH UP N/A

 

 COMMUNITY VIDEOS

 

Tuesday
Jul202010

IBUKI - MATCH VIDEOS - SUPER STREET FIGHTER 4



Sunday
Mar212010

IBUKI - NORMAL MOVES - SUPER STREET FIGHTER 4

JAB (LIGHT) PUNCH

     

Standing Light Punch is an excellent attack to use in close range combos. Follow up with Crouching Heavy Kick for an easy untechable knockdown. You can also combo into Standing Medium Kick which can lead to a number of different follow ups such as the Neck Breaker. 

Crouching Light Punch is a great attack to start combos. You can combo into Standing Light Punch and Standing Medium Kick.

 

STRONG (MEDIUM) PUNCH

     

Crouching Medium Punch is a decent close to mid range attack, allowing Ibuki to combo into her Neckbreaker which will lead to an untechable knockdown

 

FIERCE (HARD) PUNCH

     

Crouching Heavy Punch -- though slower than Back and Medium Punch which is Ibuki's go-to anti air -- is a solid anti-air attack when timed properly. 

Diagonal Jump Heavy has a follow up attack, Forward plus Medium Kick allowing Ibuki to start some of her most damaging combos. 

 

SHORT (LIGHT) KICK

     

Standing Light Kick chains into Standing Medium Kick making it an effective combo starter from close range. You can also link Standing Light Kick after a Forward and Medium Kick which is useful for starting combos on crouching opponents.  

Crouching Light Kick can be linked into Crouching Light Punch, though it is a fairly difficult combo.

Diagonal Jump Light Kick is an excellent jumping attack, allowing Ibuki to cross up the opponent and start a number of different combos. It is also an great alternative to using a Kunai after an untechable knockdown due to the fact that when spaced properly it is a very ambiguous cross up

 

FORWARD (MEDIUM) KICK

     

Standing Medium Kick is a great combo starter, effective from mid to close range depending on the opponent. Combo into Neck Breaker or Tsumuji (Whirlwind Spin Kick attack) to land an untechable knockdown

Crouching Medium Kick is effective from mid-range, but don't expect to start any practical combos from it.

Diagonal Jump Medium Kick is a solid air-to-air attack and is useful after a super jump to hit opponents from long range and start combos. It can cross-up as well, but typically you will want to use Diagonal Jump Light Kick for cross-ups. 

 

ROUNDHOUSE (HARD) KICK

     

Crouching Heavy Kick is one of Ibuki's most useful normal attacks, allowing her to set up an untechable knockdown and begin her vortex. Combo into it after a Standing Light Punch. 

Diagonal Jump Heavy Kick is a solid jump in attack allowing her to beat many of the opponents attacks. 

 

 

COMMAND NORMALS

BONSHO KICK

F + HK

The Bonsho Kick is an effective mid to close range attack allowing Ibuki to pass over many of the opponents moves. It can also beat many Special Moves when timed properly such as E. Honda's Headbutt and M. Bison's Scissor Kicks. 

HAMMER KICK

F + MK

The Hammer Kick is an overhead attack that has many potential follow ups such as Standing Light Punch or Standing Light Kick. It is useful in the corner where many players will end up blocking low with nowhere to go. 

REVERSE SPIN KICK

B + MK

SAZAN

DF + MK

The Sazan is one of Ibuki's most useful attacks for controlling space. This move allows her to not only close in on the opponent and possibly do a bit of damage in the process, it also passes under fireballs -- even low Tiger Shots! That said, do not get too predictable with the Sazan and try to use it at max range in order to avoid being punished for using it. 

AGEMEN

B + MP

Agemen is Ibuki's go-to anti air move, allowing her to beat most jump in attacks when timed properly. 

Sunday
Mar212010

IBUKI - SPECIAL MOVES - SUPER STREET FIGHTER 4

KUNAI

IN AIR 
IN AIR, QUARTER CIRCLE FORWARD  + PUNCH

Ibuki's projectile attack that can only be done in the air. Each strength punch will determine the angle in which the Kunai is thrown. It does not cancel out projectiles like fireballs, so this is not a move to be used in projectile wars but more to annoy and mix up the opponent. You can follow up with a Kunai after an EX Kazeigri.

One of the more effective ways of using the Kunai is after an untechable knockdown to set up an ambiguous cross up. For instance, after a Neck Breaker, you can super jump and immediately throw out a light Kunai. As you drift to the other side of the opponent, they will have to predict which way the Kunai will hit. This is known as her "Vortex", although there is much more to the Vortex than just Kunais.

TSUJIGOE


FORWARD, DOWN, DOWN-FORWARD + PUNCH

Ibuki will jump and flip in the air at different angles, depending on the strength of the punch. From here she can toss out a kunai to create mix up and cross up opportunities.

 

 

 

NECK BREAKER

   
HALF CIRCLE FORWARD + PUNCH

Ibuki's sliding neck breaker which hits low on opponents. EX versions will do multiple hits. Set's up an untechnable knockdown and is one of her most effective specials in combos due to the fact that it will set up her "vortex". After the Neck Breaker, you can execute a Light Kunai just as they are waking up to set up an ambiguous cross up, or jump in with Medium Kick or Light Kick for similar results.

 

 

RAIDA


HALF CIRCLE BACK + PUNCH

Ibuki's command grab, although it is not like many other command grabs in that it can be blocked. That said, it will catch jumping opponents and can also be connected after a EX Tsumuji in the corner.

 

 

 

KASUMI GAKE


QUARTER CIRCLE FORWARD + KICK

Ibuki's dashing teleport which travels different distances depending on the strength of the kick. Light Kick and a Medium Kick   will keep her in front of the opponent from close range, while the Heavy Kick version will allow her to go through the opponent completely, ending up on the other side. It is useful within block strings to use this move to confuse and mix up the opponent.

 

KAZEGIRI


FORWARD, DOWN, DOWN-FORWARD + KICK

Ibuki's Dragon Kick which is primarily useful within her chain combos. The EX Version will allow her to follow up with a Kunai, keeping the opponent at bay although they can hit you with a Level 2 Focus as you make your way down if they predict the follow up Kunai. EX version is best used as Anti Air and is a decent wake up move as well. 

 

 

TSUMUJI


QUATER CIRCLE BACK + KICK

Ibuki's multi-hit whirlwind kick which is primarily useful in combos and block strings. After the initial hit, you can either let the rest of the attack hit mid, or press down and kick for the move to end in a low attack. Ending in a low will allow her to start her "vortex" as mentioned above. 

 

 

 

HEIN


BACK, DOWN, DOWN-BACK + KICK

Ibuki's overhead stomp kick which is not as useful as it was in Third Strike, which isn't saying much. She will hop on the opponents head and then bounce off after the attack. Using the EX Version will allow her to jump to the other side of the opponent, which can make it useful for escaping corner pressure.

 

 

 

SUPER - KASUMI SUZAKU


IN AIR

IN AIR, QUARTER CIRCLE FORWARD X2 + PUNCH

Ibuki builds meter quickly with her being such an offensive character and has one of the more useful Supers in the game.

 

 

 

 

 

ULTRA 1 - YOROITOSHI

    
 HALF CIRCLE BACK X2 + THREE PUNCHES

This is Ibuki's grab Ultra, and only has limited uses due to the fact that is has relatively slow start up. you might catch your opponent off guard a couple times with this one, but her second Ultra will typically be the go to Ultra for Ibuki players.

 

 

 

ULTRA 2 - HASHINSHO

QUARTER CIRCLE FORWARD X2 + KICK X3

This will most likely be the preferred Ultra for most Ibuki players considering it has multiple uses and applications. The most effective way to use it is from a Super Jump Cancel off of one of her normal moves. For instance, she can Super Jump Cancel most of the final attacks of her chain combos and end with this Ultra making it extremely useful in her overall gameplan. 

Sunday
Mar212010

IBUKI - COMBOS - SUPER STREET FIGHTER 4

CHAIN COMBOS

Jump Heavy Punch, Forward + Medium Kick

Jump in Light Punch, Forward + Heavy Punch

Jump In Light Kick, Forward + Medium Kick

Light Punch, Medium Punch, Hard Punch

Light Punch, Medium Punch, Forward + Light Kick

Light Punch, Medium Punc, Down + Hard Kick, Hard Kick

Back + Medium Kick, Forward + Medium Kick

Hard Punch, Down Hard Kick, Hard Kick

Light Kick, Medium Kick, Hard Kick

KUNAI COMBOS

RAIDA COMBOS

KAZEGIRI COMBOS

Many of Ibuki's chain combos can be finished with a Kazegiri -- example:

Light Kick, Medium Kick, Kazegiri

TSUMUJI COMBOS

Many of Ibuki's chain combos can be finished with a Tsumuji -- example:

Light Kick, Medium Kick, Tsumuji 

YOROTOSHI COMBOS

HASHINSHO COMBOS

Ibuki has the ability to Super Jump Cancel from many of her chain combos. To Super Jump Cancel into the Hashinsho, you will buffer two quarter circle forwards, ending in up-forward, then press all three kicks -- example:

Light Kick, Medium Kick, Super Jump Cancel, Hashinsho

Light Punch, Medium Punch, Hard Punch, Super Jump Cancel, Hashinsho

Close Hard Punch, Super Jump Cancel, Hashinsho